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authorparamat <mat.gregory@virginmedia.com>2014-12-31 00:19:05 +0000
committerkwolekr <kwolekr@minetest.net>2015-01-01 15:44:26 -0500
commit7452d5399b9c7516abfc9f97bf5db70aff2ce0fa (patch)
tree933cc3194d8cdd3301cb0bf62148587e1f9971ae /src/dungeongen.cpp
parent938a3f2976ade828f11a84a2a40864271e14ebba (diff)
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MgV5/6/7: Generate dungeons above water level
Use/add stone_surface_max_y to speed-optimise/guide dungeon generation MgV7: Don't let mountain terrain chop dungeons at mapchunk borders Make mountain terrain update stone_surface_max_y for caves in mountains
Diffstat (limited to 'src/dungeongen.cpp')
-rw-r--r--src/dungeongen.cpp5
1 files changed, 1 insertions, 4 deletions
diff --git a/src/dungeongen.cpp b/src/dungeongen.cpp
index 7462c275e..eb452a196 100644
--- a/src/dungeongen.cpp
+++ b/src/dungeongen.cpp
@@ -70,10 +70,7 @@ DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
//TimeTaker t("gen dungeons");
- int approx_groundlevel = 10 + mg->water_level;
-
- if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel ||
- NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
+ if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
return;
this->blockseed = bseed;